shintsurugi's page

Goblin Squad Member. Organized Play Member. 26 posts. No reviews. No lists. No wishlists.


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Super happy to see this. Hope the union and the company remain on good terms and this remains beneficial for everyone!


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Thanks for the quick turnaround! Hopefully you can get some recovery time from Gen Con before jumping straight into things!

Super glad you all are active, but I would much rather have well-rested devs at their full strength than once suffering from who knows how many stacks of Enfeebled, Sluggish, Fatigued and Stupefied. :D


Heyo! I have a quick question about a thing at the start of Temple of the Twelve:

Spoiler:
At the beginning of the adventure, the party's motivations are mostly driven by trying to decipher this alien language. What prevents someone from just casting Comprehend Languages to understand it? Is the language immune to this? Or is it so alien that we can't understand the words that even Comprehend Languages gives to us?

Thanks!


Robert G. McCreary wrote:
shintsurugi wrote:

Hi! I have a question about the end of the adventure. (Spoiler tagged for obvious reasons)

** spoiler omitted **

Thanks!

** spoiler omitted **

Thanks for the response!

Spoiler:
So, my PCs left the Ambassador's package on the Hippocampus, and then it flew away when they went to the Drift Rock. Is this expected, or will there have to be modifications to account for the lack of Eskolar's presence at the beginning of the second adventure?

Also, totally understand if this sort of stuff is hitting too close to what Volume 2 is all about. Thanks!


Hi! I have a question about the end of the adventure. (Spoiler tagged for obvious reasons)

Spoiler:
The end of this adventure states that as soon as the PCs leave the Drift Rock, they come under attack from another starship.

How important is this plot point to adhere to? I'm kind of forced to leave this campaign frozen for another month to account for this plot point. I'd really like to do some side adventures with my party's characters though and maintain interest in this system and campaign.

I'm wondering if it would suffice to just return to a point similar to this (PCs are returning home after some excursion to be ambushed by an enemy ship).

Thanks!


Do you prefer rain or snow?

Does the answer change if you have someone to cuddle with?


If I preorder the hardcover, will I automatically get a PDF as well? Or will I need to buy both seperately?

EDIT: I am not an AP subscriber.


Cool! Been looking for something about the new monk for a while. Still reading through it, but one minor note regarding the ki leech power:

It appears there are conflicts regarding how to handle alignment based spells. James Jacobs has stated this is how he runs it: link to thread.

James Jacobs wrote:
Spells with the Evil descriptor are evil; that's why they have that descriptor. Same goes for Good or Lawful or Chaotic. That means that certain classes can't really cast them at all (divine classes of different alignments), but that other classes (arcane spellcasters, for the most part) can cast them as much as they like. But casting alignment spells a lot will and should turn the caster toward that alignment, unless the GM doesn't care about alignment and doesn't enforce such changes, in which case the GM should let EVERY player at the table know that alignment doesn't impact the game so that players who do play as if it does have a chance to adjust their play styles as appropriate. Removing the alignment types of certain spells has implications, though, and before you do so make sure that no one in your group is planning on building a character who uses the alignemnt descriptors in their character build!

However, he does state later on in the thread that it really is up to GM interpretation. So you might want to make a note asking GM about alignment consequences if you want to use that power and maintain a non-evil alignment.

Thanks for your hard work!


Was discussing this with a friend earlier, and couldn't find an answer (or my google-fu is weak).

So, Dimension Door states that:

Quote:
After using this spell, you can't take any other actions until your next turn.

However, Teleport, one spell level higher, has no such restriction.

Has there ever been a justification for this? What happens between level 4 and 5 spells that gets rid of that? Or is just Teleportation vs Dimension Door like comparing a TARDIS and a Vortex Manipulator?

Is Dimension Door a different form of teleportation that causes you to have to spend the rest of your turn not being disoriented?


Is there a language you would recommend basing Androffan on? I'm about to start an Iron Gods campaign, and one of my players is going to play an android who may have originated from the Silver Mount. Based on some notes from previous souls, he's going to string together an Androffan name for himself.


How much would you pay/bribe/risk stealing/beg for a plushie of Kyra that glowed when you squeezed it?


Merisiel Sillvari wrote:


NOT facing the dragon. AKA, turning my back on it. Although assuming Alain would keep up his end of the deal in the overly-complicated plan that Seoni came up with is a contender.

Seems like you should have known better about Alain. Does he actually work well in a team setting, or does he have to be forced to comply?


What is your favorite winged animal?

What's the worst mistake you've made when facing a dragon (either a hostile or friendly one)?


What escapades have kept you amused and/or busy as of late?


Oh great T-Rex Master,

Have you heard of this Google Chrome Easter Egg?


I've also been drafted to ask what sort of jammies you wear. Sleepwear to be specific.

I fully await your stabs.


Hello Merisiel,

I've wasted much time reading this thread, as it provides much amusement.

My question for you is what is your favorite piece of gear besides your impressive arsenal of knives?

Also, have you ever experimented with alternate hair colors?


What Ask [INSERT NAME HERE] All Your Questions Here! thread do you enjoy the most? Aside from your own, of course.


A more general question that may have been asked here before:

As Creative Director, you probably have a pretty high view from above look at things. Do you see Pathfinder trending towards anything? Either in the setting, the timeline, or the feel?

Also, from that view above, how has Pathfinder changed? Has it been shaped by anything, or is it sort of an organic process of going everywhere at once?

Thanks!


Thanks for all the replies so far!

Another sort of fluff question I have:

In WotR, after the giant pulse sent out by the breaking of the Wardstone in the first part, what are the demonic armies up to? The AP says at certain points that Galfrey is trying to keep their attention to the south, but surely the combined armies of two demon lords could overwhelm whatever forces Galfrey can muster on such short notice?

Or was the recruitment for the Fifth Crusade just that massive?

Just looking for how you'd explain it! Thanks!


So, just a personal question, but many of my friends are big fans of Sarenrae in this setting. I agree, there's a lot to like: healing, redemption, sun, and pretty much pure Neutral Good.

I was wondering if you think there are any shortcomings or weaknesses of Sarenrae? She seems to have her bases pretty covered in that her followers are pragmatic about using the blade if evil refuses to be redeemed, and not letting evil take advantage of their willingness to redeem and the like.

Also, what's up with the wheels? AFAIK, Sarenrae, Iomedae and Pharasma seem to have one. Is this just a minor trend among the god to have animated wheel servants?


James Jacobs wrote:

Page 7 of "The Worldwound Incursion," in the adventure background, is where it's first mentioned. It comes up many more times as the AP progresses.

Short version: "The demons played humans for fools and lulled them into a deliberate sense of false security, since a long drawn-out war was a much better way to get more humans to fall to sin than simply killing them. Better for sinful humans to die and fuel the Abyss than to kill them before that point and waste the souls going to heaven."

Oh, right! Was the attack on Kenabres more out of boredom then, or an actual effort to win the war? It seems to me like slow gains would have been better for them in the long run.

Spoiler:
Or did the discovery of the Nahyndrian (sp?) crystals and the possible corruption of the wardstones spur the demons into action?


James Jacobs wrote:
CanisDirus wrote:

...

Since it's been written out of continuity anyway, would you be willing to share what nexavar was, originally? Or is it in the old campaign setting book (in which case I'll go search that when I get home)?

Nexavar was a kind of lazy made-up material to explain why the demons of the Worldwound stopped at the border and didn't go further. It was kinda poorly thought out (why, if it's something that runs along the river, don't the demons go north or west where there is no river?), was never really given any rules, and as such didn't really follow my design philosophy of "If you make it up, back it up with rules design."

It was never really explained or described, and that's part of the reason I dislike it and excised it from the setting. But more to the point, I'd always had in my mind reasons why the demons don't go further than the Worldwound (those reasons are revealed, finally, in Wrath of the Righteous), and it has more to do with demons being smarter and much more manipulative than humans give them credit and less to do with "lucky that river just HAPPENED to be infused with anti demon stuff!"

It's been a while since I've read WotR, but could you hint me at where this reason is mentioned? I can't seem to bring it out of my brain's memory right now.


As far as I can tell, these magic items are identical, aside from the spell lattice explicitly stating what it does for Arcanists. Is this intentional?


jmelesky wrote:

Reposted here, as it seems a better spot than its own thread.

The text of the Spellkiller Inquisition states:

Quote:
When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.

It does not state whether the save is Fort, Reflex, or Will. As far as i can tell, there's no ancillary text which would apply (no standard save type for Inquisition powers, nothing about the effect itself -- it's not labelled a mind-affecting effect, for example, etc.).

I can see a case being made for either Fort or Will -- Reflex would be much harder to justify. I lean towards Fort, myself.

Any official opinion on this?

Bump, as I think this is relevant as well.


Heyo, new guy on the forums, but been playing Pathfinder for a while.

So, a quick question.

What's with all the hate towards Polar Ray?

d6/level + d4 dex drain that allows no save seems pretty good to me. I don't consider the touch attacks too limiting considering most monsters have touch ACs below 20. For a single target kill spell, I'd say it's pretty good.

Be kind. =D